I always wondered about this but didnt get a chance to test it in BWE2.... how much Fury can u stack from attun switching with JUST Arcane Fury and Rune of Rage? or is it too short lasting to stack effectively?

the build is solid, but i have to say im not a fan of Zephyr's Boon, just because theres only 1 skill that is only one aura spell and you already have alot of fury and AFAIK Fire's Embrace doesnt work with Zephyrs? idk how those 2 interact so i might be wrong

The build i was working on has 25 in air and arcane cuz those are nice minor traits for a crit build and i have fire at 10 and dropped 10 in water for condition removal trait and its more Glyphs focused instead of Signets, similar idea tho but i didnt play with the rune of rage, i'll have to do that next time lol

I always wondered about this but didnt get a chance to test it in BWE2.... how much Fury can u stack from attun switching with JUST Arcane Fury and Rune of Rage? or is it too short lasting to stack effectively?

the build is solid, but i have to say im not a fan of Zephyr's Boon, just because theres only 1 skill that is only one aura spell and you already have alot of fury and AFAIK Fire's Embrace doesnt work with Zephyrs? idk how those 2 interact so i might be wrong

The build i was working on has 25 in air and arcane cuz those are nice minor traits for a crit build and i have fire at 10 and dropped 10 in water for condition removal trait and its more Glyphs focused instead of Signets, similar idea tho but i didnt play with the rune of rage, i'll have to do that next time lol

the aura from Fire's Embrace counts for all the aura traits. It's been documented to be the case since BWE1. You can see it in action in the video as well.

But you arent really clicking your 1-5 abilities are you? Ill forgive people for clicking 6-0 since its hard to reach (even tho is rebindable) but clicking 1-5? Sped-up gameplay is a turn of, best leave it at its natural speed.

Try and learn to button press your 1-5 skills instead of clicking

You gain stability when using tornado, so you dont have to use Armor of Earth + tornado for one person.

Using Mist form to chase someone is a really bad idea, as its your jail free card and should be used sparingly since its on such a long cooldown

Alot of your fights where you engaged were when they were already in a fight. Mostly it was them being overwhelmed in your favor, you should show more 1v1 matchups

Im surprised you didnt get cantrip mastery, considering your utilities are only cantrips

I always wondered about this but didnt get a chance to test it in BWE2.... how much Fury can u stack from attun switching with JUST Arcane Fury and Rune of Rage? or is it too short lasting to stack effectively?

the build is solid, but i have to say im not a fan of Zephyr's Boon, just because theres only 1 skill that is only one aura spell and you already have alot of fury and AFAIK Fire's Embrace doesnt work with Zephyrs? idk how those 2 interact so i might be wrong

The build i was working on has 25 in air and arcane cuz those are nice minor traits for a crit build and i have fire at 10 and dropped 10 in water for condition removal trait and its more Glyphs focused instead of Signets, similar idea tho but i didnt play with the rune of rage, i'll have to do that next time lol

The fury from attunement switching will grant you a fury buff for roughly 3.6 seconds with this armor set up. The fury granted from Zephyr's boon will last about 10 seconds if I recall correctly. I had tested builds with multiple rune sets to increase the duration of boons and could get the attunement switching fury to about 4 seconds which will create some solid up time but I found that the added swiftness and lengthened duration from Zephyr's Boon was much more stable than other set ups of this build type.

The build is very defensive, as apposed to the usual burst DPS Elementalist, I'm using Scepter/Focus and very high Toughness, high Condition Damage, and high Healing Power, everything else is relatively low, I played the build mainly with the concept of delaying the enemy team from capturing objectives and occupying the most dangerous or game influencing players for as long as possible (such as burst Warriors or just better/smarter players in general), the build still needs some work (I'll be testing/improving it in future events), you can find all the information on the build in the video description.

The build is very defensive, as apposed to the usual burst DPS Elementalist, I'm using Scepter/Focus and very high Toughness, high Condition Damage, and high Healing Power, everything else is relatively low, I played the build mainly with the concept of delaying the enemy team from capturing objectives and occupying the most dangerous or game influencing players for as long as possible (such as burst Warriors or just better/smarter players in general), the build still needs some work (I'll be testing/improving it in future events), you can find all the information on the build in the video description.

Anyway, enjoy!

Nicely played!

Another proof my condition build using s/f was terrible , all my calculations regarding toughness were completely wrong, high vitality and low/average toughness it's not really a great idea, lesson learned!

Another proof my condition build using s/f was terrible , all my calculations regarding toughness were completely wrong, high vitality and low/average toughness it's not really a great idea, lesson learned!

Thanks! glad you liked it

Yeh I would say my experience was that high Toughness > high Vitality, I usually had around 2k - 2.3k Toughness (unbuffed), 1.1k - 1.2k Vitality (around 13.5-14.5k health), I usually found that the extra 6-8k health or so just gets burst down easily by pretty much anyone with Power in a couple of hits, and as I was stacking some Healing, and maintaining Regeneration quite often, the extra Toughness actually helped make the heals more worthwhile as I loose the health they give slower.

However as condition aren't affected by toughness (as far as I know...), so you need to incorporate some condition removal into your build, whilst trying to mitigate skills as much as possible. I would say if you plan on using S/F, take Toughness over Vitality, but Vitality may actually be more useful to a more Power/Critical DPS build though, overall though the choice between Toughness and Vitality isn't that easy, both stats are very desirable depending on your build.

Something else to consider, is that I only have +10% condition duration for either bleeds or burns at any time in the footage, with no trait points into Fire for extra duration and me not taking the +bleed duration trait in Earth, I'm actually missing out on loads of potential damage, I tested a build incorporating this quite thoroughly and it was very effective coupled with Scepter, stacking a burn then swapping to Earth and stacking bleeds is loads of DPS, which I couldn't really use consistently without having +30% or more bleed/burn duration, but anyway, I found that I needed more points into Water & Arcane to achieve what I was aiming for with the build, so I sacrificed my condition duration for that in the end

Hi there !
I hope you will enjoy my another footage this time from Stress test nr2 on 27/6/2012 .

So i made smth just for fun for this special 4h of sPvP nothing fancy.
The idea was to keep up 10-20 Stacks of Might all the time and puting gear, amulets, gems and Runes for Max Critical DMG.
Sigils were +30% Air strike on Critical hits and +30% Chance of getting Might for 10 sec on Critical hits.

Hope u like it.

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